Skip to content

The Cavalier

sarevok57sarevok57 Member Posts: 6,002
So i was kind of discussing about the cavalier in another tread and thought i should put it in here. I think the cavalier needs a rehaul, he is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay to good for the one useless as zimbabwe dollar con he gets; cant use missile weapons, ( for a class that can only use carsomyr, is not being able to use missile weapons really that much of a disadvantage?) so i say, keep his perks, but give him some more disadvantages here, because he is too powerful for what he gets
«13

Comments

  • ShrimpShrimp Member Posts: 142
    Inquisitor has too many disadvantages to be considered a straight upgrade of the vanilla paladin (no turn undead, no clerical magic, no lay on hands I think either), while Cavalier only has a minor handicap that can be easily ignored (if you really need to attack from range, just use Azuredge or something).
  • AzL0nAzL0n Member Posts: 126
    @Shrimp

    True true. I just find these disadvantages to be very minor compared with the perks.
  • WinthalWinthal Member Posts: 366
    edited June 2012
    does anyone know how these "kits" are handled in the true 2:nd ED. PNP rules? Are the disadvantages greater? Or do they only exist as a kind of prestige class that you can switch to later? (or do Kits exist at all?)
  • KharadorKharador Member Posts: 215
    @Shrimp I'm totally disagree with you. Actually the inquisitor is the best kit in the game along with the blade.
    It has very powerful fast spells for a paladin who becomes a ruthless murderer if you know how to use.
  • ShrimpShrimp Member Posts: 142
    @Kharador

    I never said the Inquisitor wasn't powerful. Actually I think it's completely game-breaking against all spell casters. All I was saying is, he also loses a great deal of useful stuff compared to a vanilla paladin, which is not the case for a Cavalier.
  • KharadorKharador Member Posts: 215
    And so are called kits...
  • WinthalWinthal Member Posts: 366
    @Tanthalas, @Kharador We weren't exactly disputing power levels of the kits, or even if they are too powerful on their own, but rather how *different* they are in comparison to the vanilla class (in this case paladin). We basically want to avoid a situation where a kit does everything the vanilla class does, but more and better, making the vanilla class redundant, sad and lonely :-(

    I think what @Shrimp was saying is the Inquisitor has enough penalties (i.e he looses alot of the vanilla paladin abilities) to justify it being such a powerful kit, and still making the vanilla paladin a different type of paladin that would still be useful on its own right. The cavalier on the other hand isn't different *enough* with just the ranged weapon restriction, which pretty much means there is no reason whatsoever to play a normal paladin over a cavalier, which brings us back to the sad and lonely part.
  • TanthalasTanthalas Member Posts: 6,738
    @Winthal
    I see your point, its just that, at least to me, the Inquisitor's advantages are so great that his disadvantages barely register. The Inquisitor easily outclasses a base Paladin.

    But yeah, it is true that there's simply no point in using a base Paladin, since all the Paladin kits are better.
  • smeagolheartsmeagolheart Member Posts: 7,963
    I want to play an inquistor now, but since I use the grandmastery un-nerf rules I don't look forward to losing the 5 stars in a weapon proficiency and attacks per round that gives.
  • sarevok57sarevok57 Member Posts: 6,002
    yeah i remember having keldorn in my party and having him solo jon irenicus in the tree city there, what a joke, he had 70% mag resistance, and just brought our good ol' pal jon to school, dispel magic spam destroyed him, and that MR from carsomyr is just so helpful
  • AzL0nAzL0n Member Posts: 126
    @sarevok57

    Yeah I know. I've actually soloed the game before with: Main-Swashbuckler, Keldorn (Carsomyr), Korgan (Krum-Faeyr). It was a total point and click game lol! Pretty easy too.
  • sarevok57sarevok57 Member Posts: 6,002
    @AzLOn, hahahahhaha krum-faeyr? niiiiiiiiiiiiiiiiiiiiiice one :)
  • Space_hamsterSpace_hamster Member Posts: 950
    edited June 2012
    Cavalier are dragon hunters.....but there are no live dragons in BG one...kinda pointless isn't it?
  • sarevok57sarevok57 Member Posts: 6,002
    edited June 2012
    its also good for demons/devils/ and fallen it says, there at least be 2 demons in that game
  • sarevok57sarevok57 Member Posts: 6,002
    plus 20 % fire resistance is super helpful in bg 1, even the 20 % acid resistance would be helpful when fighting ankhegs
  • kamuizinkamuizin Member Posts: 3,704
    Cavalier are dragon hunters.....but there are no live dragons in BG one...kinda pointless isn't it?
    That can be changed on the BG:EE it will input new content on the game, dragon kind is a race system that's not reduced to the huge dragons, drakes, some of the imp kinds could have draconic natures, some lizard races could be next enough of dragos so the cavalier shoud have advantage on them.



    Now about this topic, while i agree with the frist post, that the paladin kit is to weak with the presence of the kits, i think this is true to all the classes (except bards), but that's natural. We must remember that BG DON'T have kits, they're only implemented in BG2, so on the Baldur's Gate playtrough everyone would play without kits and would only had a chance to get one if import that character to BG2 or make a begin from BG2.

    So if we in fact see the BG history as a whole, from the begin of candlekeep to the throne of Bhaal, there's no unbalance, and that's natural, the main char when leave candlekeep didn't had time to learn more than the basic of his class, so make a undead hunter, inquisitor, kensai, assassin and other specialized class from the begin would be hardly likely.

    For what i heard BG:EE will bring the BG2 implements, and i agree that chose a kit from the begin can easly disrupt the game balance and put the base classes in oblivion. So in this point i see only two exits, one easy and one refined.

    Easy way: Block the specialization kits to all classes (except mages that are enabled in the old BG), yet the sorcerer, monk and barbarian should be left on the game, after all they're not specializations but classes by themself that are well balanced in the early levels (the monk start weak and become a superman in late levels and barbarians start with a huge advantage but don't evolve as other classes do in late levels).

    Refined Way: If you play from BG you need to find a master to give you the specialized kit as a quest, this may require a huge implement and since the game will be launched in this summer, a future DLC or patch could do the trick. Remeber that infinite engine ALREADY USED THIS SYSTEM in Planescape: Torment, where you define your class (fighter, mage, thief...) by making quests during the game play.
  • sarevok57sarevok57 Member Posts: 6,002
    @kamuizin your easy way idea i think is brilliant, a lot of people would hate that, but i think thats a pretty good idea in my opinion, it will make it so those base classes actually have some use
  • WinthalWinthal Member Posts: 366
    @sarevok57 Cavalier is definitely better in BG2 with all the epic level content, demons and dragons. Inquisitor also shines in BG2 with all the stone skin-casting mages. For BG1 however, maybe the Undead Hunter will outshine the others slightly, there's a ton of undead throughout the game (from lowly skeletons to really powerful creatures like those down in Durlags Tower), and hold-spells/effects are common and hard to save against on early levels...

    @kamuizin Good point about the natural progression of BG, you were never intended to get a "kit" until at the start of BG2, and as you say, that could be interpreted as the player becoming more specialized and experienced after all the trying events of the first game. As for "fixing" it, I think most people would like the kits to stay, just because its more fun that way... all that's needed are a few minor tweaks here and there. Your idea of seeking out a "master trainer" is fun though, I like it. Kind of like the skill masters from Morrowind/Oblivion. But yeah, it'll mess too much with the game content methinks...
  • sarevok57sarevok57 Member Posts: 6,002
    @Winthal, so true about the undead hunter, but the thing is, once he hits SoA and ToB, then he starts to sink a little ( maybe he should shower more often yes?) i played an undead hunter in SoA once, and it was weird, but he just seemed plain terrible, immunity to level drain is nice, but paladins can wear the amulet of power, so one of his great features there just became obselete, for how i play bg, my bg team/characters are getting ready for bg II, bg 1 for me is like the starting stage of making the character, and once bg II happens, then i actually play the characters, im going to think that others will play that fashion as well ( where they are setting up their bg 1 characters for bg II) but for people who just want to play bg 1 with no bg II imports, then i would agree whole heartedly that an undead hunter in bg 1 could be quite devasting and usefull
  • WinthalWinthal Member Posts: 366
    @sarevok57 you could give the amulet of power to a 2:nd melee fighter with an undead hunter :) level drain is just such a pain...

    I getcha with the warmup for BG2, but that's not how I play the game anymore. I used to be more about optimizing and efficiency too, coming up with really powerful class combinations etc. but nowadays I tend to play with more focus on the character itself, with stats etc. as a secondary concern. More RPG:ing simply put. And also, I've found I enjoy a good challenge, so optimizing isn't necessarily where the fun is at... the exception is when playing on higher difficulty levels, like IWD's Heart of fury mode, I feel like optimizing for that is more than justified, almost required in fact to make it somewhat playable :P

  • sarevok57sarevok57 Member Posts: 6,002
    yeah, im obsessed with the hardest difficulty so i always make power teams and such, unless in shadows of amn i create the "losers of spite team" ( i start as a totemic druid and choose the 5 weakest team mates you can have) so thats fun to do sometimes, oh and by the way, fight-TORS cant use the amulet of power, only spell casting classes can, except i believe the monk can use it for some reason, weird....... SHALA ( i think its because the monk has some cleric what not about him, i believe one time they let me do the cleric stronghold when i was a monk once, most strange indeedy)
  • WinthalWinthal Member Posts: 366
    how about Anomen (if you can stand him) he is fighter/cleric, so should be able to use the amulet :)

    sounds like my kind of fun btw! finding the worst possible party members and playing on the hardest difficulty :D
  • sarevok57sarevok57 Member Posts: 6,002
    yep anomen can use it because of his cleric levels, be a totemic druid and have jaheria, haer'dalis, cernd, aerie and jan on your team, talk about power not overwhelming, but it makes the game interesting for sure, tactics are key there
  • WinthalWinthal Member Posts: 366
    haer'dalis is actually really good, as long as you avoid taking any damage of course, his HP are ridiculously low. Just use stone skin and some other defensive stuff and you should be good. I remember giving him the scimitar+2 with an extra attack + the ninja-to with an extra attack, so he had 4 attacks, 5 with the offensive spin. Not bad at all :) Cernd tho, yeah.. he is really crap. Mostly because they never implemented the werewolf shapes as they should have been...
  • sarevok57sarevok57 Member Posts: 6,002
    i hated hair my dallas, i think he is just plain aweful, as you said his HP are complete poop, and yes you can give him mirror image, stonekin, blur, tensers transformaion, the scralet ninto-jo and belm with 4 attacks per round and even give him the mitties that give +0.5 attacks per round boots of speed he has 5, but i HATE buffing him for everysingle battle, his AC isnt all that good, he has no str to go in melee, even with the belt of 22 str i still dont find him that amazing, probally because im just lazy, i think cernd is better, give him staff of the woodlands, and his AC is retard huge ( i believe i usually hit around -20 or so with him) still has no HP but at least he can dodge a blow or two, and i think he gets around 3 attacks per round dealing some okay damage, so i guess its just preference based i shappose :)
  • kamuizinkamuizin Member Posts: 3,704
    haer'dalis is actually really good, as long as you avoid taking any damage of course, his HP are ridiculously low. Just use stone skin and some other defensive stuff and you should be good. I remember giving him the scimitar+2 with an extra attack + the ninja-to with an extra attack, so he had 4 attacks, 5 with the offensive spin. Not bad at all :) Cernd tho, yeah.. he is really crap. Mostly because they never implemented the werewolf shapes as they should have been...
    There's a Club on the vigil keep that make the char gain 5 proficience points in clubs while holding it, give it to crend, shapeshift in great werewolf and hit him with a dispel magic weapon (if you use magic he can resist it but the dispel on hit items don't allow that). When a shifter character is hit by a dispel effect weapon in BG2 he of course continue in the shape form (with the bonus to status, atks per round and etc... if i'm not wrong) but the claws of the shape disappear (the game engine understand them as summoned weapons as flame blades for example). If that's done, you will have a Greater Werewolf using a +5 club weapon with 5 proficience poins. Put the scimitar that give +1 atk per round on the other hand and with the werewolf speed factor Crend will rule the game.

  • WinthalWinthal Member Posts: 366
    yeah Haer'Dalis requires some baby sitting to work out, that's for sure, and that can be annoying. In a sheer numbers comparison though, Blades can do crazy damage and compete with fighters/paladins easily. The offensive spin works much like the Kensai's "kai" ability in that it makes all attacks deal the maximum amount of damage for the duration, and it lasts for a whooping 24 seconds. This kit is probably quite OP at the start of BG1, as so many others we've talked about but whatever It'll be fun :D
Sign In or Register to comment.